Fix CheckIfInOutsideMap comments.

Pointed out by 80C.
This commit is contained in:
IIMarckus 2013-09-25 23:28:16 -06:00
parent 3c14752719
commit 3016f72851

View file

@ -928,7 +928,7 @@ WarpFound2: ; 073c (0:073c)
ld [$d73b],a ; save ID of used warp ld [$d73b],a ; save ID of used warp
ld a,[W_CURMAP] ld a,[W_CURMAP]
ld [$d73c],a ld [$d73c],a
call CheckIfInOutsideMap ; check if the tileset number is 0 or the map is Route 12 call CheckIfInOutsideMap
jr nz,.indoorMaps jr nz,.indoorMaps
; this is for handling "outside" maps that can't have the 0xFF destination map ; this is for handling "outside" maps that can't have the 0xFF destination map
ld a,[W_CURMAP] ld a,[W_CURMAP]
@ -1144,13 +1144,12 @@ PlayMapChangeSound: ; 08c9 (0:08c9)
ret nz ret nz
jp GBFadeIn1 jp GBFadeIn1
; function to set the Z flag if the tileset number is 0 or the map is Route 12
; strangely, Route 12 has tileset 0, so the check is redundant
CheckIfInOutsideMap: ; 08e1 (0:08e1) CheckIfInOutsideMap: ; 08e1 (0:08e1)
; If the player is in an outside map (a town or route), set the z flag
ld a,[W_CURMAPTILESET] ld a,[W_CURMAPTILESET]
and a and a ; most towns/routes have tileset 0
ret z ret z
cp a,ROUTE_12 cp a,$17 ; Route 23 / Indigo Plateau
ret ret
; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp ; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp